A hollow, symmetric depression in a glacier, 25 feet wide at the bottom, 35 at the top, and 50 feet high. It extends too far away to exit. There's a water source in the form of an icy brook or stream flowing through, but Dig deals Ice-type damage; the glacier is too deep to hit soil. If you need more water, you can always melt some of the wall. Stones and plant matter have been brought in from god-knows-where, and they can be used for attacks like Rock Slide and Grass Knot. Earthquake, Bulldoze, and Magnitude will still inflict seismic damage. Earth Power can pierce the ice long enough to deal Ground-type damage. The walls are surprisingly stable; no avalanches can be triggered here.

The icy locale naturally makes Ice-type moves and Hail easier to form...while buffering against most other weather types. All Ice-type moves but Hail cost 1 energy less to execute here, and Hail costs 2 less energy to summon, whether through Snow Warning or the move Hail. In fact, it's said that Icy Rock extends Hail's natural duration even further than usual here. Sandstorms, on the other hand, cost 2 extra energy to summon for want of material, whether through Sand Stream or the move Sandstorm and regardless of items, and the Sun's rays bounce off the reflective ice, preventing its heat from boosting Fire-type moves or melting the ice off frozen Pokemon. (However, SolarBeam and Sun-based abilities still trigger.) Both the Heat Rock and the Smooth Rock seem to lose a little power here-both only extend their respective weathers by a single round. Rain lacks restrictions.

Ice-type moves other than Hail cost 1 less energy.
Hail, whether by move or by Snow Warning, costs 2 less energy to summon. Pokemon holding an Icy Rock extend move-based Hail to 7 rounds rather than 6.
Sandstorm, whether by Sand Stream or by move, costs 2 more energy to summon. This +energy effect works regardless of Smooth Rock-Sand Stream will cost 2 energy to activate with Smooth Rock here. Additionally, Smooth Rock only extends the duration of Sand to 5 rounds.
Sun does not boost Fire-type attacks OR affect freezing. All other effects, such as ability activation and SolarBeam having 0 priority, still works properly. However, Heat Rock only extends the duration of Sun to 5 rounds.
Rain faces no restrictions.
Dig is considered to be an Ice-type move.
Through various loopholes, all other moves are available.

Tortferngatr's Team

Frigid the Snorunt(Move your mouse to reveal the content)Frigid the Snorunt (open)Frigid the Snorunt (close)

Fracture the Cranidos(Move your mouse to reveal the content)Fracture the Cranidos (open)Fracture the Cranidos (close)

Cranidos (Fracture) (M)Nature: Mild (Defense decreased by one rank, Special Attack increased by one rank)Type: Rock
Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Sheer Force: (Can be Enabled)
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect. HP: 100
Atk: 5
Def: 1 (-)
SpA: 3 (+)
SpD: 2
Spe: 58

Type: Normal/FightingNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:

Scrappy: (Innate)
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Prankster: (Innate)
The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 90
Atk: 2 (-)
Def: 3
SpA: 1
SpD: 3
Spe: 46 (+)

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Hyper Voice

Roost
Yawn
Haze
Confuse Ray

Taunt
Toxic
Substitute
Grass Knot
Focus Blast

Flados the Combee(Move your mouse to reveal the content)Flados the Combee (open)Flados the Combee (close)

Honey Gather (Innate)
This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.

HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 2
Spe: 70

Attacks:

Sweet Scent
Gust
Bug Bite

Ominous Wind
Tailwind
Air Cutter

Flash the Monohm(Move your mouse to reveal the content)Flash the Monohm (open)Flash the Monohm (close)

Monohm (Flash) M Nature: Timid (Subtracts one Rank from Attack; A 15% increase (rounded up) in Base Speed and a +17% increase in accuracy (69^2/290, rounded up) on this Pokemon's attacks)Type: Electric/DragonElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate)
This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate)
This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.

Fault the Drilbur(Move your mouse to reveal the content)Fault the Drilbur (open)Fault the Drilbur (close)

Drilbur [Fault] (M)Nature: Jolly (Increases base speed by 15% rounded up and accuracy by 15% (79^2/435 rounded up), subtracts one (1) rank from special attack)Type: Ground
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Rush: (Innate)
This Pokemon thrives in Sandstorm conditions, feeling more at home in them than all other Pokemon. This Pokemon's Base Speed is doubled (x2) in a Sandstorm. Pokemon with this ability are immune to Sandstorm damage.
Sand Force: (Innate)
This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Floe the Eevee(Move your mouse to reveal the content)Floe the Eevee (open)Floe the Eevee (close)

Eevee [Floe] F Nature: Calm (-1 rank in attack, +1 rank in special defense)Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Run Away: (Innate)
This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Adaptability: (Innate)
The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).

HP: 90
Atk: 1 (-)
Def: 2
SpA: 2
SpD: 4 (+)
Spe: 55

Attacks:

Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Fake Tears
Wish
Yawn

Shadow Ball
Protect
Round

Frankenstein the Voodoll(Move your mouse to reveal the content)Frankenstein the Voodoll (open)Frankenstein the Voodoll (close)

Voodoll (Frankenstein) MNature: Lonely (+1 Rank in Attack, -1 Rank in defense)Type: Normal/DarkNormal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:

Insomnia: (Innate)
This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.

Normalize: (Can be deactivated)
This Pokemon has mastered Normal-type attacks and can change any attack type to have a Normal energy signature. All attacks used by the Pokemon are considered Normal-type attacks, although they retain the same status-enducing and other properties. The Pokemon will do three (3) more damage with Normal-typed attacks.

Steadfast: (Innate)
If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Inner Focus: (Innate)
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Fear the Gastly(Move your mouse to reveal the content)Fear the Gastly (open)Fear the Gastly (close)

Gastly (Fear) FNature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)Type: Ghost/PoisonGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:

Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Illusion: (Innate)
Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Helaman the Foongus(Move your mouse to reveal the content)Helaman the Foongus (open)Helaman the Foongus (close)

Foongus [Helaman] (M)Nature: Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank from Attack)Typing: Grass/PoisonGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breathe through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:

Effect Spore: (Can be Disabled)
This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.

Simple: (Innate) This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Moroni the Aron(Move your mouse to reveal the content)Moroni the Aron (open)Moroni the Aron (close)

Aron [Moroni] (M)Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)Typing: Steel/RockSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:

Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Nephi the Ralts(Move your mouse to reveal the content)Nephi the Ralts (open)Nephi the Ralts (close)

Ralts [Nephi] (M)Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank from Special Attack)Typing: PsychicPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Synchronize: (Innate)
Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Trace: (Can be Activated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Hulk the Nidoran♂(Move your mouse to reveal the content)Hulk the Nidoran♂ (open)Hulk the Nidoran♂ (close)

Nidoran♂ [HULK] (♂)

Nature: Rash (+ Special Attack, - Special Defense)Type: PoisonPoison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities:

Poison Point: (Can be disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).

Rivalry: (Innate)
This Pokemon has a primal response to competition and mating, increasing the Base Attack Power of all its attacks by two (2) when it attacks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).

//ice the Litwick(Move your mouse to reveal the content)//ice the Litwick (open)//ice the Litwick (close)

Litwick [//ice] (♀)

Nature: Modest (+Special Attack, - Attack)

Type: Ghost / Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:

Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

Florist the Colloshale(Move your mouse to reveal the content)Florist the Colloshale (open)Florist the Colloshale (close)

Colloshale [Florist] (♂)

Nature: Mild (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Defense)
Type: Dark/WaterDark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:

Rebound: (Innate)
When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.

Storm Drain: (Innate)
This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.

HP: 100
Atk: 2
Def: 1 (-)
SpA: 4 (+)
SpD: 3
Spe: 85

Attacks:
Leer
Tackle
Mud Shot
Bubblebeam
Rapid Spin
Mud Bomb
Pursuit

Water Spout
Earth Power
Sucker Punch

Payback
Taunt
Earthquake

Vanilluber the Scylar(Move your mouse to reveal the content)Vanilluber the Scylar (open)Vanilluber the Scylar (close)

Yoshi the Ivysaur(Move your mouse to reveal the content)Yoshi the Ivysaur (open)Yoshi the Ivysaur (close)

Ivysaur [Yoshi] (F)Nature: Naughty (+1 Atk, -1 SpD)Type: Grass/PoisonGrass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Overgrow: (Innate)
When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)

Abilities: Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Serene Grace: (Innate)
This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Trace: (Can be activtated)
This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

Download: (Innate)
At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.

Shield Dust: (Innate)
This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)

Stats:

HP: 90
Atk: 1 (-)
Def: 2
SpA: 2 (+)
SpD: 1
Spe: 50

Attacks:
Tackle
String Shot
Bug Bite
Snore

.Actions:

Tortferngatr will send out.

Rediamond will send out

Venser will send out

Dummy will send out

Dummy will issue actions

Venser will issue actions

Rediamond will issue actions

Tortferngatr will issue actions

I will ref

Tortferngatr will issue actions

Dummy will issue actions

Venser will issue actions

Rediamond will issue actions

I will ref

Rediamond will issue actions

Tortferngatr will issue actions

Dummy will issue actions

Venser will issue actions

I will ref

Venser will issue actions

Rediamond will issue actions

Tortferngatr will issue actions

Dummy will issue actions

I will ref

Jump to step five and Go on...

....So you're up Tortferngatr...

Try to use the arena as much as you can, since this seems like a very interesting field. Using a summary of you actions at the end of each post would be really appreciated (especially you Tort), try to use as much flavor and RP-like actions as you want, flavor posts will be rewarded, and remember, since this is 3 vs 3 only 2 actions per round, good luck to all of you :3 (and thank you for financing my LO)

First multi in a long time. i readjust my coat before deciding upon my 'mon. Ivysaur is new from a trade, Togepi's stats are lacking, and Caterpie is... a Caterpie. Porygon2 is the only member of my normal team I'm using here. Good thing I brought 'em. I've got myself a dragon to slay. "Alright, Cybrus. We can abuse this arena to our advantage here, and we'll fo so to the fullest." I try to make sure the others can hear me over the wind. It's always nice to sound like you have a plan.

This is going to be difficult, but I think we can pull through. Moroni (Aron), get out there!

"You know what will be really helpful in this match? Stealth Rock. Next, let's do some heavy damage to Frankenstein with Head Smash. But beware! If Flash successfully hits you with Hydro Pump, change that action to Metal Burst. Let's get it started!"

Summary:Stealth Rock -> Head Smash Frankenstein; if Flash hits you with Hydro Pump, change that action to Metal Burst while keeping the other the same

This could be annoying. I can deal with most of my opponents, but with no idea what's coming next, this could be a bad start. I think back subconsciously to the battle that always seems to be on my mind and cringe. But I've had worse. Cyclohm. Monohm. Is the difference enough to avoid another defeat? Regardless, Monohm will have to wait. I have bigger problems

"Alright, Cybrus start off with an Ice Beam on Scratchet. Follow it up by using Tri Attack on him."

Hello, and welcome to the Ice Canyon, a place where only the bravest trainers would dare to fight, an a place where only the pokemon that can defeat the cold and don't care about the ice being everywhere, first on my left, Tortferngatr and his huge team, on my right, the team composed of Rediamond, Dummy and Venser, this is gonna be a triples battle, two actions per pokemon and only one pokemon from everyone on team ... (name your team if you want to), so, let's start this!

Tort sends out some very little mons, a tinny dragon, a rag doll, and a little cub, while on the other side of this glacier a mouse with a hockey mask, an electronic Duck, and a not-so-little sub-whale

Florist starts by shotting a big wave odd water trhough it's air hole, wetting everyone on the opposite side, and even hitting harder on Frankenstein because of his absorbing capabilities, he is not all wet and slow, flash and flight don't seem to mind a little water thanks to their respective fur and clouds, but Frank's fighting nature helped him to avoid being so affected by the freezing atmosphere, hitting Florist for some normal damage (pun intended), meanwhile flash and flight are too busy laughing inn the othere teams face, making them angry, making them completely forget about their trainers, Cybrus is looking incredibly relaxed, launching a powerful beam of ice in this place must be really helpful in here, making Flight take some damage, is amazing how he didn't freeze after being hit by such a cold attack, and after reciving a cold shower, poor little guy, at least Moroni completely lost his sh!t, angry about the faces of flash he goes berserker agaist this place, destroying some of the ice cones on the ground, at least there are no rocks on the field

Venser orders to Florist to do exactly what Flash and Flight did last round, but he is angry at both of them, he wants to fight them bacause of they underestimating his power, being unable to actually perform the taunt, charging against Flight, but he is fast enough to not aoid all the attack, he is just playing with Florist, and Florist is not enjoying it...,meawhile Flash and Frankenstein both unite forces to hit Florist, Frankentein moves fast to use another brick break on Florisht, while Flash launches a big electric attack, that instead of hurting Frankenstein only makes him gain more energy, this doesn't look good or Florist, but he is not alone, Moroni charges agaist frankenstein to make him stop hurting his big partner, while Cybrus helps him against Flight using the energy of nature that this cave seems to have, Flight doesn't look happy at all... he is so pissed he launches a big ror that makes Cybrus return to his pokeball scared, Rediamond pull another pokeball fast, not even looking if it's the correct one, and from it... a little egg comes out Airplane has come to the field with it's happy self, how will he alter the battle, coming with a big shake... wait, that's not Airplane... something's wrong in the field, Flight's roar has made the ice a little shaky, maybe they have to be more careful with the field

(I just noticed that Head Smash seems to have been calced as though it was on Flight when it was really on Frankenstein. By my calc, it should have done 24 damage [15+3+{4*1.5}=24]. I hope this doesn't affect Tort's actions.)

Nice work, Moroni. Tort doesn't appear to be targeting you, so we can use the distraction to deal some heavy damage! Nail Frankenstein with Take Down, then switch it up to nail Flash with Head Smash! (I made a rhyme. :P)

I had a mistake, yes that actually changed Frankenstein's and Flight's HP in a important way, so tort, if you want to chance your actions completely do so, everyone (so... Dummy) can re-order again if Tort changes his actions

I had a mistake, yes that actually changed Frankenstein's and Flight's HP in a important way, so tort, if you want to chance your actions completely do so, everyone (so... Dummy) can re-order again if Tort changes his actions

Click to expand...

You still calced it on Scratchet. I attacked Voodoll, so (if I calced correctly) Scratchet should have 44 HP and Voodoll should have 48.

"Excellent. Let's deal some more damage. Take Down Frankenstein on Action 1, since Follow Me will probably work. Redirect it to Flight if Frankenstein faints before it's your turn to move. Finish up with a Head Smash on Flash."

Even if we were to remove four Pokemon, it wouldn't work, because Dummy and I would have to field 3 mons at a time between us. Who has two mons out at once? So I think the battle ends in DQ for Venser, and tie for the rest of us. I see no way to continue this.

^I think that's about the only way it can end. In theory, we could restart it as a Doubles match and Rediamond and I could each pick two more Pokemon (or Tort drops four), but I'm not sure that's legal. Sadly, this also means I should probably DQ Venser from the other match I'm having against him...

Meh. I also agree this is best cancelled. I REALLY do not want to continue repeatedly resending my actions.

Man is typing on an iPhone tedious...

Click to expand...

I ref, have iRC debates, and make 2K+ word posts on an iPhone. In fact, I only give a few reffings from a computer. 95% of my SotG posts, half of my reffings, and everything written thus far on my RP project has been typed on an iPhone. You get used to it.